Hey there,
I’ve tried to use the following setup to pipeline my workflow with a Game/Server testing thing:
&stc=1
However, when I’m trying to launch, I get this error message from the Game instance. The Server loads up just fine:
&stc=1
It is the default map set for the Game instance. It doesn’t matter what map I have opened in the editor at the moment or if I try to specify another map on the command line. I still get this error about this default map:
&stc=1
I’ve cooked my content through ‘File->Cook content for <platform>’ and I have it in my <project>/Saved/Cooked folder indeed, though, I don’t quite understand where are the settings for this cooking process? I have my packaging settings set like that:
&stc=1
Looking at the log file it seems that the server is using some temporary copy of the map currently opened in the editor (its is Map_01, indeed). This is the command line passed to the Server instance:
&stc=1And this one is being passed to the Client:
&stc=1I’m pretty sure I’m just missing some ‘secret knowledge’ of how things work internally. Would be great if someone from Epic can explain this topic once and for all ![]()
Right now I’m using staged builds via UnrealFrontend, but it’s a bit time consuming and the ability to iterate on stuff right out of the editor would be really nice to have.